コード例 #1
0
ファイル: EC_Mesh.cpp プロジェクト: katik/naali
bool EC_Mesh::SetAttachmentMesh(uint index, const std::string& mesh_name, const std::string& attach_point, bool share_skeleton)
{
    if (!ViewEnabled())
        return false;
    OgreWorldPtr world = world_.lock();

    if (!entity_)
    {
        LogError("EC_Mesh::SetAttachmentMesh: No mesh entity created yet, can not create attachments!");
        return false;
    }
    
    Ogre::SceneManager* sceneMgr = world->OgreSceneManager();
    
    size_t oldsize = attachment_entities_.size();
    size_t newsize = index + 1;
    
    if (oldsize < newsize)
    {
        attachment_entities_.resize(newsize);
        attachment_nodes_.resize(newsize);
        for(uint i = oldsize; i < newsize; ++i)
        {
            attachment_entities_[i] = 0;
            attachment_nodes_[i] = 0;
        }
    }
    
    RemoveAttachmentMesh(index);
    
    Ogre::Mesh* mesh = PrepareMesh(mesh_name, false);
    if (!mesh)
        return false;

    if (share_skeleton)
    {
        // If sharing a skeleton, force the attachment mesh to use the same skeleton
        // This is theoretically quite a scary operation, for there is possibility for things to go wrong
        Ogre::SkeletonPtr entity_skel = entity_->getMesh()->getSkeleton();
        if (entity_skel.isNull())
        {
            LogError("EC_Mesh::SetAttachmentMesh: Cannot share skeleton for attachment, not found");
            return false;
        }
        try
        {
            mesh->_notifySkeleton(entity_skel);
        }
        catch(const Ogre::Exception &/*e*/)
        {
            LogError("EC_Mesh::SetAttachmentMesh: Could not set shared skeleton for attachment");
            return false;
        }
    }

    try
    {
        QString entityName = QString("EC_Mesh_attach") + QString::number(index);
        attachment_entities_[index] = sceneMgr->createEntity(world->GetUniqueObjectName(entityName.toStdString()), mesh->getName());
        if (!attachment_entities_[index])
        {
            LogError("EC_Mesh::SetAttachmentMesh: Could not set attachment mesh " + mesh_name);
            return false;
        }

        attachment_entities_[index]->setRenderingDistance(drawDistance.Get());
        attachment_entities_[index]->setCastShadows(castShadows.Get());
        attachment_entities_[index]->setUserAny(entity_->getUserAny());
        // Set UserAny also on subentities
        for(uint i = 0; i < attachment_entities_[index]->getNumSubEntities(); ++i)
            attachment_entities_[index]->getSubEntity(i)->setUserAny(entity_->getUserAny());

        Ogre::Bone* attach_bone = 0;
        if (!attach_point.empty())
        {
            Ogre::Skeleton* skel = entity_->getSkeleton();
            if (skel && skel->hasBone(attach_point))
                attach_bone = skel->getBone(attach_point);
        }
        if (attach_bone)
        {
            Ogre::TagPoint* tag = entity_->attachObjectToBone(attach_point, attachment_entities_[index]);
            attachment_nodes_[index] = tag;
        }
        else
        {
            QString nodeName = QString("EC_Mesh_attachment_") + QString::number(index);
            Ogre::SceneNode* node = sceneMgr->createSceneNode(world->GetUniqueObjectName(nodeName.toStdString()));
            node->attachObject(attachment_entities_[index]);
            adjustment_node_->addChild(node);
            attachment_nodes_[index] = node;
        }
        
        if (share_skeleton && entity_->hasSkeleton() && attachment_entities_[index]->hasSkeleton())
        {
            attachment_entities_[index]->shareSkeletonInstanceWith(entity_);
        }
    }
    catch(Ogre::Exception& e)
    {
        LogError("EC_Mesh::SetAttachmentMesh: Could not set attachment mesh " + mesh_name + ": " + std::string(e.what()));
        return false;
    }
    return true;
}
コード例 #2
0
ファイル: EC_Mesh.cpp プロジェクト: katik/naali
bool EC_Mesh::SetMeshWithSkeleton(const std::string& mesh_name, const std::string& skeleton_name, bool clone)
{
    if (!ViewEnabled())
        return false;
    OgreWorldPtr world = world_.lock();

    Ogre::SkeletonPtr skel = Ogre::SkeletonManager::getSingleton().getByName(AssetAPI::SanitateAssetRef(skeleton_name));
    if (skel.isNull())
    {
        LogError("EC_Mesh::SetMeshWithSkeleton: Could not set skeleton " + skeleton_name + " to mesh " + mesh_name + ": not found");
        return false;
    }
    
    RemoveMesh();

    Ogre::SceneManager* sceneMgr = world->OgreSceneManager();
    
    Ogre::Mesh* mesh = PrepareMesh(mesh_name, clone);
    if (!mesh)
        return false;
    
    try
    {
        mesh->_notifySkeleton(skel);
//        LogDebug("Set skeleton " + skeleton_name + " to mesh " + mesh_name);
    }
    catch(Ogre::Exception& e)
    {
        LogError("EC_Mesh::SetMeshWithSkeleton: Could not set skeleton " + skeleton_name + " to mesh " + mesh_name + ": " + std::string(e.what()));
        return false;
    }
    
    try
    {
        entity_ = sceneMgr->createEntity(world->GetUniqueObjectName("EC_Mesh_entwithskel"), mesh->getName());
        if (!entity_)
        {
            LogError("EC_Mesh::SetMeshWithSkeleton: Could not set mesh " + mesh_name);
            return false;
        }
        
        entity_->setRenderingDistance(drawDistance.Get());
        entity_->setCastShadows(castShadows.Get());
        entity_->setUserAny(Ogre::Any(static_cast<IComponent *>(this)));
        // Set UserAny also on subentities
        for(uint i = 0; i < entity_->getNumSubEntities(); ++i)
            entity_->getSubEntity(i)->setUserAny(entity_->getUserAny());
        
        if (entity_->hasSkeleton())
        {
            Ogre::SkeletonInstance* skel = entity_->getSkeleton();
            // Enable cumulative mode on skeletal animations
            if (skel)
                skel->setBlendMode(Ogre::ANIMBLEND_CUMULATIVE);
        }
    }
    catch(Ogre::Exception& e)
    {
        LogError("EC_Mesh::SetMeshWithSkeleton: Could not set mesh " + mesh_name + ": " + std::string(e.what()));
        return false;
    }
    
    AttachEntity();
    
    emit MeshChanged();
    
    return true;
}